[vulkan] Skip ambient lights for shadow maps

Not that anything is actually rendered yet, but the validation layers
don't like the null render pass. Came up now because ctf1 seems to make
the first light an ambient light.
This commit is contained in:
Bill Currie 2022-10-22 12:59:18 +09:00
parent 394018b3c5
commit ac8c6b631e

View file

@ -260,9 +260,11 @@ lighting_draw_maps (qfv_renderframe_t *rFrame)
.pClearValues = lctx->qfv_renderpass->clearValues->a, .pClearValues = lctx->qfv_renderpass->clearValues->a,
}; };
__auto_type subpassContents = VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS; __auto_type subpassContents = VK_SUBPASS_CONTENTS_SECONDARY_COMMAND_BUFFERS;
dfunc->vkCmdBeginRenderPass (cmd, &renderPassInfo, subpassContents); if (renderPassInfo.renderPass) {
//... dfunc->vkCmdBeginRenderPass (cmd, &renderPassInfo, subpassContents);
dfunc->vkCmdEndRenderPass (cmd); //...
dfunc->vkCmdEndRenderPass (cmd);
}
QFV_CmdEndLabel (device, cmd); QFV_CmdEndLabel (device, cmd);
dfunc->vkEndCommandBuffer (cmd); dfunc->vkEndCommandBuffer (cmd);